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Knightfall's "Creature Anthology" Thread: v.3.5 Monsters (Updated: Sept 09/08)
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<blockquote data-quote="Knightfall" data-source="post: 2190472" data-attributes="member: 2012"><p><strong>Equinan</strong></p><p><strong>Large Monstrous Humanoid (Psionic)</strong></p><p><strong>Hit Dice:</strong> 4d8+12 (28 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>AC:</strong> 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 14</p><p><strong>Base Attack/Grapple:</strong> +4/+12</p><p><strong>Attack:</strong> +8 melee (1d8+4/x3, Large handaxe) or +5 ranged (1d8+4, Large javelin) or +8 melee (1d6+4, hoof)</p><p><strong>Full Attack:</strong> +8 melee (1d8+4/x3, Large handaxe) or +5 ranged (1d8+4, Large javelin) or +8 melee (1d6+4, 2 hooves) and +1 melee (1d4+2, bite)</p><p><strong>Space/Reach:</strong> 10 ft. / 10 ft.</p><p><strong>Special Attacks:</strong> Psi-like abilities</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., low-light vision, scent</p><p><strong>Saves:</strong> Fort +4, Ref +5, Will +6</p><p><strong>Abilities:</strong> Str 18 (+4), Dex 13 (+1), Con 17 (+3), Int 11 (+0), Wis 14 (+2), Cha 8 (-1)</p><p><strong>Skills:</strong> Autohypnosis +6, Concentration +5, Listen +6, Knowledge (psionics) +4, Spot +6</p><p><strong>Feats:</strong> Autonomous [sup]B[/sup], Endurance, Run</p><p></p><p><strong>Environment:</strong> Any land</p><p><strong>Organization:</strong> Solitary, pair, or gang (2–5)</p><p><strong>Challenge Rating:</strong> 4</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually neutral good</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +3</p><p></p><p>Equinans are a race of horse-like bipeds with natural psionic potential. They are descended from the great Horse God, Melitia, who was originally a powerful warhorse for a mortal King in ages past. Melitia grew in strength and intelligence with her King, for the mortal man loved her as he would love a child. He did everything he could to bring out the beasts potential for sentience, using magical rituals and powerful artifacts. Eventually, Melitia became aware of who and what she was to the world. She became even more famous than her King, who died upon her great frame during a pitched battle against evil. Melitia ascend to godhood several years after her death.</p><p></p><p>Melitia wished for a race of mortals to call her own created in her image. Thus, she magically transformed the warhorses in the royal stable of her former human companion into a sentient race that eventually became known as the equinan. Equinans appear to be anthropomorphic creatures that stand nearly 16 feet in height and weigh in at 900 lbs. They have human-like body, except for their horse-like head, hoofed feet, long tail, and heavily furred bodies. Equines have tapering necks that are covered with a long mane that starts at the top of their head. Equines are naturally psionic humanoids, another boon from their Goddess.</p><p></p><p>Equinans speak Common.</p><p></p><p><strong>Combat</strong></p><p>Equinans are sturdy and quick in a fight but will often use their time hop psionic power to retreat from a fight they don’t have a stake in. They will defend others of their race or their traveling companions, of other races, without hesitation, however.</p><p></p><p>Equinans favor the use of handaxes and javelins in combat but are well equipped to deal with opponents using their natural weapons. An equinan can deliver powerful kicks with its hoofed feat, as well as bite. An equinan has to be on all four to kick with their hooves, however, which they rarely do as they consider it undignified.</p><p></p><p>Equinans rarely speak during combat, instead preferring to communicate with each other through telepathy.</p><p></p><p><em>Psi-Like Abilities</em>: At will—<em>intellect fortress</em>, <em>psychic crush</em> (7d6 points of damage on a successful save, DC 14*), <em>time hop</em> (5 Colossal or smaller creatures one object weighing 4,800 lb. or less, DC 12*). Manifester Level 8th. The save DCs are Charisma-based. *Includes augmentation for the equinan’s manifester level.</p><p></p><p><em>Scent</em> (Ex): An equinan can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Equinans can identify familiar odors just as humans do familiar sights.</p><p></p><p>Equinans can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.</p><p></p><p><em>Telepathy</em> (Su): An equinan can communicate with any creature within 100 feet that has a language.</p><p></p><p><strong>Equinans as Characters</strong></p><p>Equinans favor the psion class. Equinans always worship Melitia and their clerics can choose any two of the following domains: Animal, Good, Knowledge, and Protection.</p><p></p><p><strong>Base Creature:</strong> Horse, Heavy War</p><p><strong>Template(s):</strong> Anthropomorphic Animal (<em>D&D Savage Species</em>) and Gigantic Creature (<em>Book of Templates: Deluxe Edition</em>) plus added Psionic Subtype and psi-like abilities plus added bonus feat</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2190472, member: 2012"] [B]Equinan[/B] [B]Large Monstrous Humanoid (Psionic)[/B] [B]Hit Dice:[/B] 4d8+12 (28 hp) [B]Initiative:[/B] +1 [B]Speed:[/B] 30 ft. (6 squares) [B]AC:[/B] 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 14 [B]Base Attack/Grapple:[/B] +4/+12 [B]Attack:[/B] +8 melee (1d8+4/x3, Large handaxe) or +5 ranged (1d8+4, Large javelin) or +8 melee (1d6+4, hoof) [B]Full Attack:[/B] +8 melee (1d8+4/x3, Large handaxe) or +5 ranged (1d8+4, Large javelin) or +8 melee (1d6+4, 2 hooves) and +1 melee (1d4+2, bite) [B]Space/Reach:[/B] 10 ft. / 10 ft. [B]Special Attacks:[/B] Psi-like abilities [B]Special Qualities:[/B] Darkvision 60 ft., low-light vision, scent [B]Saves:[/B] Fort +4, Ref +5, Will +6 [B]Abilities:[/B] Str 18 (+4), Dex 13 (+1), Con 17 (+3), Int 11 (+0), Wis 14 (+2), Cha 8 (-1) [B]Skills:[/B] Autohypnosis +6, Concentration +5, Listen +6, Knowledge (psionics) +4, Spot +6 [B]Feats:[/B] Autonomous [sup]B[/sup], Endurance, Run [B]Environment:[/B] Any land [B]Organization:[/B] Solitary, pair, or gang (2–5) [B]Challenge Rating:[/B] 4 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually neutral good [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +3 Equinans are a race of horse-like bipeds with natural psionic potential. They are descended from the great Horse God, Melitia, who was originally a powerful warhorse for a mortal King in ages past. Melitia grew in strength and intelligence with her King, for the mortal man loved her as he would love a child. He did everything he could to bring out the beasts potential for sentience, using magical rituals and powerful artifacts. Eventually, Melitia became aware of who and what she was to the world. She became even more famous than her King, who died upon her great frame during a pitched battle against evil. Melitia ascend to godhood several years after her death. Melitia wished for a race of mortals to call her own created in her image. Thus, she magically transformed the warhorses in the royal stable of her former human companion into a sentient race that eventually became known as the equinan. Equinans appear to be anthropomorphic creatures that stand nearly 16 feet in height and weigh in at 900 lbs. They have human-like body, except for their horse-like head, hoofed feet, long tail, and heavily furred bodies. Equines have tapering necks that are covered with a long mane that starts at the top of their head. Equines are naturally psionic humanoids, another boon from their Goddess. Equinans speak Common. [B]Combat[/B] Equinans are sturdy and quick in a fight but will often use their time hop psionic power to retreat from a fight they don’t have a stake in. They will defend others of their race or their traveling companions, of other races, without hesitation, however. Equinans favor the use of handaxes and javelins in combat but are well equipped to deal with opponents using their natural weapons. An equinan can deliver powerful kicks with its hoofed feat, as well as bite. An equinan has to be on all four to kick with their hooves, however, which they rarely do as they consider it undignified. Equinans rarely speak during combat, instead preferring to communicate with each other through telepathy. [I]Psi-Like Abilities[/I]: At will—[I]intellect fortress[/I], [I]psychic crush[/I] (7d6 points of damage on a successful save, DC 14*), [I]time hop[/I] (5 Colossal or smaller creatures one object weighing 4,800 lb. or less, DC 12*). Manifester Level 8th. The save DCs are Charisma-based. *Includes augmentation for the equinan’s manifester level. [I]Scent[/I] (Ex): An equinan can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Equinans can identify familiar odors just as humans do familiar sights. Equinans can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. [I]Telepathy[/I] (Su): An equinan can communicate with any creature within 100 feet that has a language. [B]Equinans as Characters[/B] Equinans favor the psion class. Equinans always worship Melitia and their clerics can choose any two of the following domains: Animal, Good, Knowledge, and Protection. [B]Base Creature:[/B] Horse, Heavy War [B]Template(s):[/B] Anthropomorphic Animal ([I]D&D Savage Species[/I]) and Gigantic Creature ([I]Book of Templates: Deluxe Edition[/I]) plus added Psionic Subtype and psi-like abilities plus added bonus feat [/QUOTE]
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